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The question is about how they had so many different camera angles and how they could record this in one single take. Usually a scene like that in a fictious action movie would have required dozens of takes to film.

Either they had dozens of cameras placed at different positions, several of them pointed at the iguana, others pointed at the snakes.

Or it wasn't actually the escape of one single iguana, but the chasing of several different iguanas, edited together to make it look like one thrilling run.

I also use "Direct Mode" (I never changed that setting). I hope that information is of help to you. Does this 208 error also appear if you have only one of your screens and the Vive connected to your graphics card?

No, most people only say 1 line if you press the 'action' button. Personally I find that a bit more realistic than every single inhabitant being willing to have a conversation with you. But yes, that would be something the Elder Scrolls offer which the Witcher doesn't.

I agree, the game is not only awesome because it is awesome :P but also because it sets the bar high for (medieval) open world games in the future. For example the biggest cities in Skyrim follow that downscale approach where what you experience in the game are settlements with 1-2 miles in diameter, a dozen houses and several dozen inhabitants and what the game implicitly expects the player to imagine is being in a big city with hundreds of houses and thousands of inhabitants. After the Witcher III's huge cities with lifelike scales, I guess Bethesda has to follow this route for the Elder Scrolls VI (I guess it's a different story for Fallout 4 with its apocalyptic setting where it would be realistic if settlements don't have more than several dozen inhabitants).

As games approach photo realism this becomes an interesting topic. Bloodborne was mentioned by several people in this thread and I find it interesting to look at gameplay footage, because the models, fur/fabric, lighting etc. took one more step towards photo realism compared to Dark Souls, but the movement of the player character looks as "gamey" as PlayStation 2 characters:
https://youtu.be/Tvi51MDOZTQ?t=8m28s

If you would reenact the 10 seconds after the linked time stamp in the example above in a live action movie scene, the human would move very different. Which is totally okay, as it benefits the control of the player character which is much more important than realistic movement especially in the Souls series, but the more games look lifelike while keeping moves like instant 180° turning around etc., the more they are going to look like this GTA sketch by Dave Chappelle: https://www.youtube.com/watch?v=WBDfCISuBag

Low(est) Quality: 20-60 FPS (most of the time of course lower than 60, but it's not like it never reached it)

High(est) Quality (with Hair Physics): 7-25 FPS

The interesting thing about Low Quality is that the characters still look very detailed, but textures of elements of your surroundings tend to look like N64 to Playstation 2 era like, so it's a bit jarring, but if you focus on the characters' faces and gesture, it does not take that much away from the experience.

I should note that this goes for the first region in the open world of the game until the first small town, but I haven't been to a big and populated place like Novigrad yet, maybe it's going to be nearly unplayble there.

I also Alt+Tabbed and had a look at the CPU, RAM and graphics card load and maybe you find it reassuring that the RAM was "only" at 6 GB load, so maybe your 4GB are not that much of a problem. I also noted that the CPU load of each one of the 4 cores was only like 30% max? But I am not a computer expert so I don't know if that necessarily means that something goes wrong and the game would not use it to full capacity.

So it's very much playable, stuttering or lag haven't been a problem in battle so far as well.

Personally, I have to finish the second game anyways, so I am probably going to wait for driver updates from AMD until I really start with "Wild Hunt".

One thing that is very cool and helpful: you can change all graphical settings during the game on the fly without restarting the game! So tweaking the game does not feel like a hassle at all and you can instantly spot the differences between each setting.

I have the Sony Xperia Play which has a slider with gamepad buttons. It's awesome for playing old games (most emulators support the Xperia Play gamepad buttons out of the box), but it's also slow and laggy, although I admit that I might be at fault here after I fumbled with custom ROMs and partitioning of the SD card.

What if there are several mods doing the same thing, e.g. the water overhaul mods, then isoku's "Realistic Water Two" mod goes behind a paywall and now let's say one of the (still free) mods "Pure Waters" or "W.A.T.E.R." introduces bobbing ice in a new update, a feature that thus far only existed in "Realistic Water Two"?... could the author of the paid mod, Steam or Bethesda send a cease and desist letter to the Nexus because doing similar stuff as a paid mod can be regarded as theft now?

This is kind of the way it is at the moment, except one has to create genre menu entries and label the games oneself by using the categorization feature in the Steam client. For example for me it looks like this.

I agree that it would be more practical if genre categories in the menu would be created automatically. But at least this way it is possible to create categories for individual purposes. For example, I have a category containing games of different genres (gameplay-wise) which have a relaxing atmosphere.

Thanks for the feedback! Yeah, I agree with you about the danger of cluttering up the Steam client. There are already some redundancies which could be reduced (the two bars on top, Steam|View|Friends|Games|Help and STORE|LIBRARY|COMMUNITY|<USERNAME> contain similar menu entries and could be combined, for example).